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spring is a time of year that is not difficult to survive (in my opinion) all you need is an umbrella or an eyebrella but what if you add at least one new mechanic here starts my idea what if after every rain somewhere in the world there was a puddle of mud if we walked through it it would slow us down and we could dig up the mud from which we could make clay and from the clay a wall.Sorry for mistakes (od three are any)

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To be honest, DST has been updated for so many years, and there are already too many things to deal with seasonal challenges, almost overflowing severely, without enough challenges to give these items enough space to play.
We need some real natural disasters, such as snowstorm, ice fog, thunder rainstorm, pollen fever, flood, heat wave, etc., to bring new challenges and rewards.
I think things related to mud are more suitable for being placed in the muddy biome of caves, where there are many glowing plants. Digging into mud pits can obtain light flower seedlings and other things from caves.

Maybe they could make spring rain slightly more dangerous. Like replacing the frog rain with a similar but slightly more dangerous enemy.

 

Or if they added another ground effect that would slow people down and possibly cause them to trip if they were moving too fast on foot. They should probably only try this out in limited areas in case it fills me with a murderous rage when my character comically trips and falls.

2 hours ago, hyoton123 said:

Maybe they could make spring rain slightly more dangerous. Like replacing the frog rain with a similar but slightly more dangerous enemy.

Always thought that was the intention of Bright-eyed frogs. The only way they can spawn is from frog rains during a lunar rift, and they are considerably more dangerous (they knock out multiple items at once, inflict grogginess, have planar defense and do small amounts of planar damage, and stay up during the night unlike frogs). Nothing extremely hard, but certainly more "dangerous" than normal frogs.

Regarding seasonal hazards, I'm not really sure how to feel about them. DS/T has never really had seasonal threats that were super difficult to defeat (it's basically a checklist of get item X to deal with threat Y). Shipwrecked/Hamlet do shake this up, but you are left with a similar experience once you get past the "twist" (Heck, a fragment of SW's volcano eruptions is basically present with antlion, and that is already pretty unpopular...)

I mean, a good simple change to start would be to correct the atmosphere moisture rate scaling.

It's currently the same as other seasons, where it rains more often near the start and end of the season, and less towards the middle (plus it's kinda weird to think about, that it doesn't rain more in the peak of the season about moisture and rain). It's been an issue since Don't Starve and it carried over to the differently-structured code that DST uses for weather stuff.

I know it's not much, but it'd be something.

5 hours ago, Mr.Oshiro said:

To be honest, DST has been updated for so many years, and there are already too many things to deal with seasonal challenges, almost overflowing severely, without enough challenges to give these items enough space to play.
We need some real natural disasters, such as snowstorm, ice fog, thunder rainstorm, pollen fever, flood, heat wave, etc., to bring new challenges and rewards.
I think things related to mud are more suitable for being placed in the muddy biome of caves, where there are many glowing plants. Digging into mud pits can obtain light flower seedlings and other things from caves.

That would be lovely. Preferably not ones that occur all over the world but change different biomes in different ways depending on the season instead (opposite of which snow covers every piece of ground in the world in winter in the same way). For example a lava biome could become less dangerous by cooling down in winter instead of simply getting covered in snow. I mean, different biomes getting affected differently depending on season and weather (not necessarily a different effect for each season for each biome as that would be too much but perhaps one or two different biome states). At least I would love to see such a thing. Then newer post-rift / whatever late game challenges or land expansions appearing in future update would make the world feel more alive (it's amazing to think back on how the ocean in DST didn't even exist when the game was launched and got added later, vastly expanding the world <3 <3 <3).

6 hours ago, Mr.Oshiro said:

To be honest, DST has been updated for so many years, and there are already too many things to deal with seasonal challenges, almost overflowing severely, without enough challenges to give these items enough space to play.
We need some real natural disasters, such as snowstorm, ice fog, thunder rainstorm, pollen fever, flood, heat wave, etc., to bring new challenges and rewards.
I think things related to mud are more suitable for being placed in the muddy biome of caves, where there are many glowing plants. Digging into mud pits can obtain light flower seedlings and other things from caves.

I’ve been saying this for years, but there is an actual target demographic of players who dare I say this- Enjoy these sort of things, that to people who aren’t for it: will only be seen as annoyances.

Minecraft has an entire Add-On DLC for Natural Disasters that gives the players little or no way to fully and completely counter the entire mechanic altogether.

And while DST has been labeled as an “Uncompromising Survival game” that’s more of a Joke tag these days then it is actually related to the game or it’s contents.

Yes not EVERYONE will be too thrilled if tornadoes spawned and just absolutely wrecked their bases or whatever, but.. DST has like what 5 or 6 different “mode” settings? I feel like it’s about time we started utilizing those and giving players vastly different playstyle choices beyond just the one way DST has been doing it for years.

Tornadoes, High Floods, Hamlets strong winds, I’d love to see these things added into a “Survival” Game.

Floods could even pair with lightning strikes to electrify areas and make them temporarily inaccessible least you wish to be electrocuted. Idk just some ideas to spitball around.

55 minutes ago, Mike23Ua said:

Minecraft has an entire Add-On DLC for Natural Disasters

Haven't played Minecraft since... uh 1.2? It was like the 2nd update after The End was added or something idk. Did they make the game more survivally? That'd be interesting to pickup again after so long.

23 minutes ago, Evelo said:

Haven't played Minecraft since... uh 1.2? It was like the 2nd update after The End was added or something idk. Did they make the game more survivally? That'd be interesting to pickup again after so long.

Minecraft has a Hardcore mode now, you get one life and only one life, you also starve to death much faster and monster raid nights can’t be skipped by just sleeping in a bed.

Its safe to say Minecraft is a vastly different game these days… but- It’s been around since 2012, you either Adapt and Evolve to offer up new types of experiences to stay relevant over the years like Minecraft & Fortnite has done, or you perish into obscurity when you become outdated and newer things that did what you use to do but now does it better, comes along.

You should totally check it out again, it even has some mildly disturbing new mobs that stalk you, like some weird living tree demon thing.

And with all the DLCs it’s gotten over the years to offer up Non-Minecraft experiences (see TMNT DLC) Theres bound to be something you’ll enjoy.

I just wish Dont Starve would branch out of its comfort zone.

Klei already attempted to do so once or twice with Gorge/Forge game modes, but next years the 10 year anniversary of DST (yes we’re all that old now..) and I’m expecting some HUGE announcements to come in next years roadmap.

5 hours ago, Mike23Ua said:

Minecraft has an entire Add-On DLC for Natural Disasters that gives the players little or no way to fully and completely counter the entire mechanic altogether.

Pretty sure that's a (paid) mod, not an official Mojang/MS DLC.

4 hours ago, Evelo said:

Haven't played Minecraft since... uh 1.2? It was like the 2nd update after The End was added or something idk. Did they make the game more survivally? That'd be interesting to pickup again after so long.

Not really. They nerfed instant healing potions at some point, I think? They added an illager raid if you killed an illager patrol and then visited a village, but then later changed it so you have to deliberately drink a potion to trigger the raid. The Wither is destructive but needs to be built by the player from rare drops. You have to actively seek out any serious threat, and food is as abundant as ever.

4 hours ago, Mike23Ua said:

Minecraft has a Hardcore mode now, you get one life and only one life, you also starve to death much faster and monster raid nights can’t be skipped by just sleeping in a bed.

That was all in 1.0. IDK what "monster raid nights" are. You can sleep as long as your bed is safe, during night or thunder storms. (You'll be attacked by annoying flying enemies if you don't sleep often enough and then wander around outside at night.)

14 hours ago, Yetihubi said:

a time of year that is not difficult to survive (in my opinion) all you need is

This is every season. None of the seasons are difficult to survive. Every season is countered by just using one item. But Spring's "just one item" is by far the most limiting, so it's the most difficult.

Autumn is countered by wearing your skin. As long as you don't accidentally flay yourself and start bleeding out on the ground, you will be protected from the elements.

Winter is countered by wearing clothing, or using a thermal stone. The thermal stone needs to constantly be warmed, but it doesn't take any slots. Clothing lasts way longer, but takes slots. You can easily set something ablaze like a tree or item to warm up, and have multiple heat sources precrafted.

Summer is countered by wearing clothing, or using a thermal stone. The thermal stone is even easier here since you can just put two in Snow Chester and alternate them for infinite cooling. It's even easier to cool down than warm up, sans Summer starts, because you can just tap a bamulet or thermantidote.

Spring is countered by wearing clothing. That's it. You have to give up slots. You can not put a rain-repellant stone in your pockets. You have to use clothing to protect against the elements, and you have to do it permanently. You are always down a slot. You can't choose to wear clothes for exploring and then switch to a thermal stone when you're doing more combat-focused things like boss fights or ruins like you can with winter & summer. You have to wear clothes all the time.

22 hours ago, Mr.Oshiro said:

We need some real natural disasters, such as snowstorm, ice fog, thunder rainstorm, pollen fever, flood, heat wave, etc.

You'd think flooding would be a thing in spring (but not as severe as monsoon), or at least, tidal flooding, given how the ocean water level is right there just like in Shipwrecked. If I remember correctly, I think they even made a point to point this out in the trailer for ocean stuff back then to justify the look in-game, that when the moon island showed up, it kinda flooded things a bit, then it settled down to what we have now.

Snow storms not being a thing is also kinda weird, they'd fit right in with this game and they'd make winter not so tame in terms of weather, since snow does literally nothing outside of covering the ground on snow, which affects a few things and affects visibility.

I'm curious on what you mean with thunder rainstorm though, something akin to hurricanes in Shipwrecked maybe?

Regarding pollen/hay fever though, as long as it doesn't get the extremely obstructive, obnoxious and bright overlay effects like it did in Hamlet, I'd be up for it. Maybe with some tuning regarding its side-effects and frequency because that stuff is mostly fine and manageable solo, but that might change in a multiplayer setting.

8 hours ago, Cheggf said:

Winter is countered by wearing clothing, or using a thermal stone. The thermal stone needs to constantly be warmed, but it doesn't take any slots. Clothing lasts way longer, but takes slots. You can easily set something ablaze like a tree or item to warm up, and have multiple heat sources precrafted.

Summer is countered by wearing clothing, or using a thermal stone. The thermal stone is even easier here since you can just put two in Snow Chester and alternate them for infinite cooling. It's even easier to cool down than warm up, sans Summer starts, because you can just tap a bamulet or thermantidote.

I'm starting to think that thermal stones should maybe provide insulation and lose less durability (maybe only when held, depending on state, except for when gray), instead of being exothermic or endothermic at all. They'd help with delaying needing to warm up or cool down, but not completely solve both just by carrying one. They kinda already do this in DS with the way they work there, but not in DST where they emit fixed temperatures.

But either way, the main thing is that as an example, in winter, you'd need to warm up both yourself and the stone, instead of the stone being enough because it now emits 60 degrees. Maybe if this is too much, their maxed stages could still emit a little bit of heat/cold just to keep players just out of freezing/overheating range, but as soon as that changes, you're gonna start freezing or overheating very shortly.

I know it might probably not make as much sense compared to what we have, but it's also kinda weird that a small stone is so capable of warming or cooling down people.

1 hour ago, hoxi said:

I'm curious on what you mean with thunder rainstorm though, something akin to hurricanes in Shipwrecked maybe?

The heavy rainstorm with frequent lightning has more stringent requirements on players' rainproof ability. During this period, some electrical creatures will be generated, which can be used to make more electrical related items.
I want KLEI to add another swamp as a deep part of a regular swamp, which is more dangerous and suitable for players to explore in the later stages. There are many unused swamp biomes in the file, it's really a pity to just put them there. Rainstorm will lead to floods, and the swamp will become a navigable area, similar to a lake, with more new creatures. Mudfish come here to lay eggs, and I think it pairs well with the swamp. Merms have also learned how to swim. There are dense reeds here, similar to the tall grass fields in Hamlet, with crocodiles lurking in ambush.
This is my concept map of it:

image.png.68ac527cc4f15604853b57ca147ac60c.png    image.png.ce201a36370ac16a221d92313dc4df71.png

12 hours ago, hoxi said:

I'm starting to think that thermal stones should maybe provide insulation and lose less durability (maybe only when held, depending on state, except for when gray), instead of being exothermic or endothermic at all.

You may as well just remove thermal stones entirely if you're going to change them from a situational sidegrade into a reskin of clothing. The only potential issue with thermal stones is that snow Chester makes them too good in summer, but there's only one Chester, so I don't think that's a problem. 

9 minutes ago, Cheggf said:

You may as well just remove thermal stones entirely if you're going to change them from a situational sidegrade into a reskin of clothing. The only potential issue with thermal stones is that snow Chester makes them too good in summer, but there's only one Chester, so I don't think that's a problem. 

I dunno, extra insulation without wearing things on your body would still help in a scenario of not having an inventory item to keep your temperature stable, and you can stack it with clothing to get even more, but I also get where you're coming from. It was mainly a thought I had as a way to keep a similar use for them, but without the whole "solves winter and summer" completely.

Also thermal stones in winter are super easy to maintain by setting a tree on fire, it emits a huge amount of heat and lasts for a while so it's not that far from having a snow Chester to swap thermal stones with, but I get your point.

9 minutes ago, hoxi said:

Also thermal stones in winter are super easy to maintain by setting a tree on fire, it emits a huge amount of heat and lasts for a while so it's not that far from having a snow Chester to swap thermal stones with, but I get your point.

I have always thought that burning trees to raise temperature is very OP because there is no upper limit to the temperature that can be raised through it(there is upper limit in DS), while bonfires and even Scaled Furnace can only be raised to around 50°. Perhaps we should exchange their abilities.

2 hours ago, hoxi said:

Also thermal stones in winter are super easy to maintain by setting a tree on fire, it emits a huge amount of heat and lasts for a while so it's not that far from having a snow Chester to swap thermal stones with, but I get your point.

It doesn't last awhile. Snow Chester can be used anywhere regardless of anything, and using him only takes a single second. Standing next to a tree is very slow, it takes a long time, is dependent on a tree actually being there, is destructive, and the stone is only going to be warm for about 2-6 minutes depending on how long you stay there. Clothing can let you go half an hour before warming up, and have a much better indicator of when it's actually time to depart instead of just needing to guess. 

Yeah, that's fair enough I suppose, I meant more how easily you can burn trees to warm yourself up and your thermal stone, it is true that it takes a bit compared to swapping one with snow Chester in summer.

I think we're derailing from the topic a good bit with this though.

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